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Gus
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Everything posted by Gus
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
The new release does NOT contain the old parts. Apparently it should be simply installed into your previously existing HSH folder WITHOUT DELETING THE PREVIOUS VERSION or you will lose your old parts. Try installing the legacy release into your HSH folder. That fixed the problem for me. See my above post #167. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
So apparently this new release is a collection of BRAND NEW parts only. It does NOT contain the old (legacy) parts. So I guess that means, in this particular case, I do NOT want to delete the GameData/HSH folder prior to installation or I would lose all the old parts. Out of habit, I deleted my old HSH folder and then installed the new update. When I realized my mistake, I went to the top of this page and downloaded your "legacy" file and re-installed the old parts. Now everything seems fine except that I have 2 vultures. Awesome looking part collection by the way. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
Thanks coolmodi. It looks like the other sight worked also. There was just no dialogue. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
There's no command I can see on that screen, or in the menu about downloading anything. Could you please tell me exactly what to do step by step. It shouldn't be this difficult. There is a grayed out "open" menu item. -
Seperatrons damaging everything
Gus replied to mellojoe's topic in KSP1 Gameplay Questions and Tutorials
A good place for a separatron is at the top of the fuel tank on the inner side, mounted to fire (push) upwards. When it fires, it ROTATES the top of the fuel tank away from the ship as the ship passes by. The bottom of the fuel tank rotates safely underneath the ship. -
I was under the impression that you want to leave the Kerbin system from as close a position to Kerbin as possible to maximize the Oberth effect. However, you want your space station to be high enough above Kerbin to leave some space above the 70 km minimum for launch approaches. So yeah, 100 km is about right.
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http://www.kerbalmaps.com/ Select planet or moon and viewing options including slope.
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Violent shudder when physics load.
Gus replied to Motokid600's topic in KSP1 Gameplay Questions and Tutorials
Do you know whats colliding with what? Have you pressed F3 to see what fails first? -
You can also mount the upper ladder to angle outwards (using the shift+rotate keys) so that it intersects the lower ladder.
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I can't get an imgur album to load.
Gus replied to Gus's topic in KSP1 Gameplay Questions and Tutorials
The pics are showing a few new parts that haven't been released yet in the Hollow Structures and Hulls mod. -
I can't get an imgur album to load.
Gus replied to Gus's topic in KSP1 Gameplay Questions and Tutorials
THANK YOU. (I didn't register the "remove the *" at first, but I eventually got it. -
I've been working on this for over an hour so I guess it's time to ask. Why doesn't this work? <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/QsKBB/embed"></iframe> Thanks
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
How do you download these files? There's no " file -> download". Also, I've been testing Alskari's nextgen parts. -
Load an autosaved game from earlier?
Gus replied to Valkyria90's topic in KSP1 Gameplay Questions and Tutorials
Also, if you ever want to save a quicksave permanently, just rename the "quicksave.sfs" file. Later on, you can just rename it back to "quicksave.sfs" and then hit F9 to reload it. Edit: sorry I meant F9 -
As Dispatcher said, add a light, although it might slow things down too. Also, if you use two or more lights you can point them differently so they converge at 10 meters or whatever, just like the Dambusters.
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
[ EDIT: Apparently this is a known feature of the VAB. Move along, nothing to see here.] I discovered something interesting about attaching to your squarish parts today. Take say, a structural frame hall. If you leave it in it's default vertical orientation, and try to attach an antenna to it's side, the antenna will be mounted radially and look silly if not centered. If however, you first rotate the structural frame hall to lie horizontally, and then attach the antenna to the top flat surface, the antenna will mount vertically (ie. normal to the plane of the horizontal surface) at ANY location on this surface. This even works when I rotate the piece though 30 or 60 degrees to make the bevelled surface horizontal. The antenna will mount normal to the beveled side at any location. The only stock piece I know of where you can test this (very few rectangular stock parts) is the RoveMate. It behaves the same way. I believe this is very useful to know when building craft with parts with flat sides. Sorry if this is "old news" (or in a manual). -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
Forget my criticism, the 4m crew deck, if laid horizontally, can be imagined to have internal stairs to access the "2nd floor". All is well. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
Glad to be helpful. I must say that the offset hallway of the new 2m Crew Deck does look a little awkward. I would like to see your old version reworked into storage and/or instrument panels on either side of the old central corridor. Also, the new 4m crew deck is fine for orbital stations. [EDIT, I NO LONGER BELIEVE THIS PART: ... but not very practical for a planetary/moon base. You might want to look into this.] -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
Alskari, I've been looking at the masses of your parts. I noticed that the 4m parts usually weighed 2 times more than their 2m counterparts. I think that, realistically, they should be 4 times their mass. You might think that that they should even be 8 times the mass. That is true for fuel tanks where the volume is filled will mass, but not for things like boxes (or double boxes with "hollow parts"). So I think we're really looking at surface area here to determine the ratios of masses, and the surface areas of parts grow by 2^2 = 4 when you double the part size. Of course if you simply double the mass of the 4m parts you might get some angry customers. But if you cut the 2m parts masses in half they might become unrealistically light (which they may in fact already be). There's not many stock parts to compare yours to. Just some pods, the hitchhiker module, and empty gas tanks I guess. As a compromise between the 2 extremes, for example, if parts were 2 and 4 tonnes you could change them to 1.5 and 6. If parts were 3 and 6 tonnes you could change them to 2 and 8. And so on. I hope you appreciate this input. I went into a lot more detail than I intended. Keep up the excellent work. P.S. When I try to put a floor (made of plugs) into your "frame hubs" I cannot make the plugs flush with the floor level. Exception: see (*) It takes exactly 2.5 2m plugs to plug up a 2m hole in the wall of a 2m part such that both inner and outer sides are flush. It takes exactly 2.5 4m plugs to plug up a 4m hole in the wall of a 4m part such that both inner and outer sides are flush. (*) It takes exactly FIVE 2m plugs to plug up a 2m hole in the wall of a 4m part such that both inner and outer sides are flush. If you made your plugs 25% thicker, you could have flush walls and floors with 2 (or 4) plugs. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
Put HSH in GameData, so you get GameData/HSH. Put VNG in GameData, so you get GameData/VNG. That's it. Good luck. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
Helix935, the only thing i can think of is that you're putting the HSH-V7_2 folder in GameData, or you're not putting the VNG folder in GameData (not that I know if these would be problems). The mod is about 34 MB - large, but not huge, so it's size probably isn't the problem. Good luck, then you'll be able to post pictures of your new hollow rovers like me. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
My new rotating space station. No really, it's spinning.... honest. Yeah, I can't get my kerbals to stand up either. Maybe if I spin my station really, really fast. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Gus replied to Alskari's topic in KSP1 Mod Releases
I'm sure artificial gravity would work because when I apply thrust my kerbals slam into the back wall. I will definitely check this out myself. Great idea. Will post results. [Edit] Doesn't really work cause you can't stand up.